9a1d8be4ccf3c9ec851652cfceffd9f06a5a0607
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5520167958 |
feat(clients): the OS marks tell gaming distros apart, and Windows looks current
Three things were wrong with the host-card OS icons. The Windows mark was Font Awesome 5's, which is still the Windows 8/10 flag with the perspective skew — dated next to the flat four-pane mark Microsoft has shipped since Windows 11. No icon set has the current one (Simple Icons carries no windows/microsoft slug at all), so it is drawn here: four equal squares at the authentic 11.377 + 1.246 proportion. The Decky plugin was pulling FaWindows straight from react-icons, so it now inlines the masters like the web console does, or it would have kept the old flag regardless. Bazzite, CachyOS and Nobara collapsed onto their family's mark. The host already advertises the full chain, so this is purely missing art: all three now ship a leaf mark, because "a Bazzite box" and "a Fedora box" are different machines to the person reading the card. CachyOS and Nobara come from Simple Icons; Bazzite has no icon anywhere, so its "b" is lifted out of the project's own badge (Apache-2.0, attributed). On Android every non-square mark was stretched. A VectorPainter maps the viewport onto the ImageVector's default size with independent x and y scales, so declaring a 448x512 Tux as 24x24 dp squashed it — silently, no crash, no warning. The longest viewport edge now sets the 24 dp box and the other follows the ratio, which is what Icon()'s ContentScale.Fit expects. A unit test pins the invariant; every other client was already correct. Also: scripts/gen-os-icons.sh replaces the undocumented hand-run pipeline that turns a master into the GTK symbolic SVG, the Windows PNG and the Apple template PDF. It reproduces the committed artifacts byte-identically. Verified: web and Decky typecheck, Decky bundles, Android compiles and its tests pass, PunktfunkKit builds, osinfo's tests pass. Not verified on glass, and the GTK/Windows client crates do not build on macOS. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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88c8688b47 |
feat(client/apple): host cards wear the OS mark, and the store learns it
`DiscoveredHost` reads the new `os=` TXT (sanitized in PunktfunkShared's OsChain.swift — the pure grammar + walk, mirrored from pf-client-core so every platform resolves identically, and dependency-free so the widget could use it); `StoredHost` appends optional `osChain` per the frozen app↔widget contract (optional + appended last; legacy JSON still decodes, pinned by the round-trip tests), and `HostStore.updateOsChain` learns it beside the MACs. The art rides PunktfunkKit's proven resource path (the fonts precedent): ten template vector imagesets in Resources/OsIcons.xcassets, compiled by the Xcode build into the Kit bundle's Assets.car (verified: all ten resolve in the built app) and tinting via foregroundStyle like an SF Symbol. Saved and discovered cards lead their status line with the mark; a host that advertises nothing renders exactly as before. GamepadHome tile + widget marks are follow-ups. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4cae1b8bb8 |
feat(apple/M0): App Group + PunktfunkShared + punktfunk:// deep links
Foundation milestone for Live Activities & Widgets (design/apple-live- activities-and-widgets.md). No user-visible change beyond the URL scheme. - New dependency-free PunktfunkShared SwiftPM target (+ library product) so a future widget extension can link it WITHOUT PunktfunkKit (Rust staticlib + presentation layer). Moves StoredHost (model + JSON codec), DefaultsKeys, and punktfunkDefaultMgmtPort there; adds AppGroup.suiteName and the punktfunk:// DeepLink builder/parser. PunktfunkKit @_exported-imports it (no call-site churn for consumers; intra-Kit files import it explicitly since imports are file-scoped). - HostStore reads/writes the shared App-Group suite (group.io.unom.punktfunk) with a one-time migration from UserDefaults.standard (old value left in place for staged rollout); reloads the "PunktfunkHosts" widget timeline on change. - App Group entitlement on iOS/tvOS + macOS. - CFBundleURLTypes scheme `punktfunk`; ContentView.onOpenURL routes connect/<uuid>[?launch=<GameEntry.id>] into the existing connect() path (unknown host / already-streaming guards; never tears down a live session). - Round-trip tests: StoredHost JSON codec (+ legacy missing-optional decode), DeepLink grammar. `swift build` + `swift test` green (142 tests, 0 failures). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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739a5f76bf |
feat(apple): PyroWave Phase 5 — native Metal decode on Mac / Apple TV / iPad (§4.7)
ci / web (push) Successful in 1m3s
ci / docs-site (push) Successful in 58s
decky / build-publish (push) Successful in 16s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 7s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 7s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 43s
ci / bench (push) Successful in 5m21s
arch / build-publish (push) Successful in 10m58s
docker / deploy-docs (push) Successful in 28s
android / android (push) Successful in 13m23s
deb / build-publish (push) Successful in 12m58s
ci / rust (push) Successful in 18m5s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 12m31s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 12m56s
flatpak / build-publish (push) Successful in 5m53s
windows-host / package (push) Successful in 14m37s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m9s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m15s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m12s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 6m6s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
release / apple (push) Has been cancelled
The Apple client now decodes PyroWave natively on the presenter's own MTLDevice —
no MoltenVK, no upstream C++ in the app. Completes and wires up the decoder whose
early working-tree snapshot rode along in
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97c67b2692 |
feat(apple): multi-controller support
Roll the pf-client-core slot pattern to the Apple client (Swift): - GamepadManager tracks all connected GCControllers, assigning each a stable lowest-free wire pad index + concrete type, emitting GamepadArrival on connect and GamepadRemove on disconnect (index freed for reuse on re-plug). - GamepadCapture binds every controller with per-controller Slot state (buttons/axes/fingers/motion), threading the pad index into flags on every event; GamepadWire/InputEvents carry the pad + the two new events. - GamepadFeedback + RumbleRenderer go per-pad (rumbleByPad, slots[pad]), routing rumble/HID back to the correct controller by wire index. - ContentView/Settings surface every forwarded controller. pad 0 => flags 0, so single-controller wire is byte-identical. Cannot build on the Linux dev box (no Swift toolchain / Apple frameworks); wire bytes hand-checked against input.rs and GamepadWireTests extended for multi-pad. CI apple.yml (swift build/test on macOS) is the compile gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8c6c9705f4 |
feat(apple): stage-2 default + pixel-perfect, decode robustness, UI/rumble polish
Stream reliability - Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation). Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback. - Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 = identity) and let the layer's contentsGravity scale via the system compositor — the same path stage-1's videoGravity used — instead of scaling in-shader. - Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR actually lands, so a keyframe request swallowed by the throttle can't strand a frozen frame; 100 ms keyframe throttle to match the Android path. - Fix "Publishing changes from within view updates": defer the HostStore writes out of the .onChange(of: model.phase) callback. - Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial queue) to stop the UI-stall warning. Controllers - Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811) so a transient server interruption self-heals instead of cascading; playsHapticsOnly so a controller engine doesn't join the always-active streaming audio session. - Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic. UI / design - Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the license surfaced in Acknowledgements. - Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel with custom-resolution entry; 10-bit HDR toggle in Display. - Industrial host-card redesign (left-aligned, bold, brand monogram tiles). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a05c08b1b0 |
feat(clients): in-app OSS / third-party-license screens
Surface THIRD-PARTY-NOTICES.txt in every GUI client (the desktop packages already
ship it as a file; this adds the on-glass screen):
- Linux: Preferences -> About -> Third-party licenses (adw::AboutDialog with the app
license + Legal sections; include_str! the root notices).
- Apple: macOS About tab / iOS+tvOS Acknowledgements link; notices bundled as
PunktfunkKit SPM resources, read via Bundle.module (the Xcode app links the SPM
product, so they ride along - no .pbxproj edit).
- Android: Settings -> About -> Open-source licenses (reads the bundled asset).
- (Windows landed earlier in
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7ba9ec9176 |
fix(apple/tvOS): system-style slide for in-stack pushes (swiftui-navigation-transitions)
SwiftUI's NavigationStack on tvOS animates pushes as a bare crossfade with no public customization — the system Settings app slides. The home stack now applies .customNavigationTransition(.slide) on tvOS via davdroman/swiftui-navigation-transitions (MIT, tvOS 13+), covering the top-level routes AND the settings pickers' drill-ins. The dependency is referenced by the Xcode PROJECT only and linked solely by the Punktfunk-tvOS target: its manifest (no macOS platform declared vs 10.15 deps) breaks SwiftPM whole-graph validation for plain `swift build`, and the #if os(tvOS) import never compiles in the macOS-only SwiftPM dev shell anyway. Headless builds need xcodebuild -skipMacroValidation (the lib pulls Swift macro packages; in the Xcode UI it's a one-time Trust & Enable prompt). iOS/macOS keep their untouched system navigation animations. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5a714be4b5 |
feat(apple): tvOS client — third app target, first-lit in the Apple TV simulator
The same app now runs on tvOS (target Punktfunk-tvOS, bundle io.unom.punktfunk.tvos), validated live against the box: vkcube at 1280x720@60, 60 fps in the Apple TV 4K simulator, glass HUD with a focusable Disconnect button. - PunktfunkCore.xcframework grows tvOS device + universal-simulator slices. These are TIER-3 Rust targets (no prebuilt std): BUILD_TVOS=1 builds them with nightly and -Zbuild-std from rust-src — the full quic stack (quinn/rustls-ring/tokio) compiles for tvOS unchanged. - The UIKit stream view covers iOS AND tvOS, with pointer interaction, pointer lock, touch forwarding and InputCapture gated to iOS — tvOS is view-only until gamepad capture lands (the natural tvOS input). - SessionAudio on tvOS: .playback session, no mic (no app-accessible microphone). - App chrome gates: keyboardShortcut/textSelection/controlSize/statusBarHidden are iOS/macOS-only; host cards use the focus-native .card button style on tvOS; the Audio settings section hides (system-routed); mode seeding works from the TV screen (1920x1080@60). - Package platforms += .tvOS(.v17); new Xcode target + shared scheme (TARGETED_DEVICE_FAMILY 3, local-network usage description included). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8cceb93541 |
rename: lumen → punktfunk, everywhere
Full project rename, decided 2026-06-10: - Crates/binaries: punktfunk-core / punktfunk-host / punktfunk-client-rs. - C ABI: punktfunk_* symbols, Punktfunk* types, include/punktfunk_core.h, PUNKTFUNK_FEATURE_QUIC guard (header regenerated; cbindgen renames updated, incl. PUNKTFUNK_BTN_*/PUNKTFUNK_AXIS_* wire constants). - Protocol: punktfunk/1 — control-plane magic LMN1 → PKF1, nonce salt lmn1 → pkf1. WIRE BREAK: clients must be rebuilt from this revision. - Env knobs: PUNKTFUNK_VIDEO_SOURCE / PUNKTFUNK_COMPOSITOR / PUNKTFUNK_ZEROCOPY / …. - Host config dir: ~/.config/punktfunk (the box's dir was migrated in place — the persistent identity is unchanged, pinned fingerprints stay valid). - Swift package: PunktfunkKit + PunktfunkCore.xcframework + PunktfunkConnection (Sources/PunktfunkClient app + tests renamed with it); build-xcframework.sh updated. - scripts/: 60-punktfunk.rules, punktfunk-host.service; OpenAPI doc regenerated. Also: scripts/headless/run-headless-kde.sh — full headless Plasma bringup. Root cause of "desktop but no apps/settings" over the stream: plasmashell launched without XDG_MENU_PREFIX=plasma-, so the launcher resolved a nonexistent applications.menu and rendered an empty menu. The script sets the complete KDE session env (menu prefix, KDE_FULL_SESSION, session version) and rebuilds ksycoca before starting plasmashell. Gate: 97/97 tests, clippy -D warnings (both feature sets), fmt, C-ABI harness PASS, zero lumen references left outside .git. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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77677aa378 |
feat: M4 stage 1 — the SwiftUI client is real: compiles, tested, first light on glass
The clients/apple scaffold is now a working macOS client, validated live against this repo's host across the LAN: gamescope virtual output → NVENC HEVC → lumen/1 (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox → AVSampleBufferDisplayLayer at 720p60, mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector (~3.7k events injected in one session). LumenKit: - LumenConnection: the predicted cbindgen compile fixes (C17 header spells the typedefs as integers while the enum constants import as a distinct Swift type — bridge by rawValue); close() is now safe from any thread (a close flag + pumpLock held across the blocking poll enforce the C contract "never close with a next_au in flight"; flag prevents lock-starvation by back-to-back polls). - StreamView: per-pump cancellation token (reconnects can't double-pump), flush + re-gate on the next in-band parameter sets when the layer fails, no stale enqueue after restart. - InputCapture: fractional-delta accumulation (sub-pixel motion isn't truncated away), pressed-state tracking with release-all on focus loss and stop() (nothing sticks down host-side), global-singleton ownership guard (GC has one handler slot per process), X1/X2 buttons, horizontal scroll, full keypad/CapsLock/ISO-102nd/PrintScreen/Menu VKs. - LumenClient app shell (swift run LumenClient): connect form, fps/Mb-s HUD, LUMEN_AUTOCONNECT/LUMEN_MODE for scripted first-light runs. - Tests: Annex-B byte-level units; real-codec round trip (VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → AnnexB → VTDecompressionSession → pixels); test-loopback.sh (Swift client vs a real local m3-host over loopback — the Swift twin of c_abi_connection_roundtrip); RemoteFirstLightTests (full pipeline over the LAN). Host/build fixes that fell out: - The workspace builds on non-Linux again: gamestream audio (opus) and sendmmsg batching are now platform-gated with stubs/fallback, per the crate's "compiles everywhere" rule. - Horizontal scroll was inverted end-to-end: the injectors negated BOTH axes onto the ei/wl axes, but GameStream's horizontal convention is positive = right (moonlight-qt/Sunshine pass it through unnegated) — only vertical flips now. This also un-inverts real Moonlight clients. - AnnexB drops all zeros preceding a start code (trailing_zero_8bits padding), ffmpeg's policy, instead of leaking them into the preceding NAL. - build-xcframework.sh: deployment targets pinned to the package floor + an otool guard — cargo does not fingerprint MACOSX_DEPLOYMENT_TARGET, so warm caches can silently ship too-new minos objects. Adversarially reviewed (5-dimension multi-agent pass, every finding refutation-verified): 14 confirmed findings, all fixed above; the send-while-polling core-contract gap flagged here is closed by the lumen/1 session-planes work (&self pulls + per-plane borrow slots). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4d8ad01256 |
feat: M4 groundwork — lumen/1 client connector in the C ABI + SwiftUI client scaffold
The shared-core architecture pays off: platform clients now link ONE Rust library that does the entire lumen/1 protocol, and only add decode/present/input on top. lumen-core: - client.rs (quic feature): NativeClient — QUIC handshake + UDP data plane + input datagrams on internal threads; embedder surface = connect / next_frame / send_input. - abi.rs: lumen_connect / lumen_connection_next_au (borrow-until-next-call, matching lumen_client_poll_frame semantics) / lumen_connection_send_input / lumen_connection_mode / lumen_connection_close. Guarded in the generated header by LUMEN_FEATURE_QUIC (cbindgen [defines] mapping), so the checked-in header is stable across feature sets. - error.rs: append-only LumenStatus additions Timeout (-9) and Closed (-10). - TESTED end-to-end through the C ABI: in-process lumen/1 host, lumen_connect pulls 25 byte-verified frames, sends input, closes (m3.rs::c_abi_connection_roundtrip). Apple client (clients/apple — SCAFFOLD, written on Linux, first Xcode build pending): - scripts/build-xcframework.sh: cargo per Apple target → universal staticlib + header (LUMEN_FEATURE_QUIC pre-defined) + modulemap → LumenCore.xcframework. - Package.swift (LumenKit) + Swift sources: LumenConnection (ABI wrapper), AnnexB (in-band VPS/SPS/PPS → CMVideoFormatDescription, Annex-B → AVCC CMSampleBuffers with DisplayImmediately), StreamView (SwiftUI over AVSampleBufferDisplayLayer — stage-1 presenter that hardware-decodes compressed HEVC itself), InputCapture (GCMouse raw deltas + GCKeyboard HID→VK). - README.md is the full handoff for the next (Mac-side) agent: build steps, ABI contract, first-light test recipe against the Linux host, stage-2 (VT+Metal pacing) plan, and the known host-side gaps (single-session m3-host, no lumen/1 audio yet, gamepad kinds not yet routed in m3's injector, seed-stage trust). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |